After a long break due to a breakdown of the original team, we are merging the Purgation of Kaurava and Firestorm over Kaurava modifications. This modification is the result of that merge and will STILL be Firestorm over Kaurava.

Melooo/yooo has been very generous in allowing the two modifications to merge and baz4431 has been heading the recent team reorganisation!

Expect more news as we progress; a Soulstorm version of the modification isn't that long away!

Today's news feature is bringing people up to speed on the Forces of Chaos in DoW40k: Firestorm over Kaurava!

The artwork, and a lot of the code behind it, comes directly from Melooo's efforts while involved with FoK and his own mod; Purgation of Kaurava. Squads gain visual upgrades as you unlock specific researches! What you see is here an Iron Warriors-themed force with not a lot of research unlocked!

Later on in the game, I chose the a siege-based Trait (Iron Warriors in all but name) over the Zealous Trait and my Chaos Lord and Chaos Marines changed to something more . . . Iron :) Conversely, the Zealous upgrade takes your Undivided force more in the direction of the Word Bearers . . . in all but name.

This allows you to create your own custom Chapters and warbands, but still get the great gameplay of the Traitor Legions of Chaos!

The current internal build is quite polished; Mirage Knight is doing excellent work behind the scenes. Our aim is to get it as refined as we can through internal testing, as the game mechanics aren't solid yet.

Check out our Images gallery for some previews! More screenshots to come when I get time!

Hey I'm having a bug where buildings can no longer produce units. I have all the requirements and the necessary resources. It's just that when I click on the unit, it appears in the production tab but the queue never starts. Any idea how to fix this?

Alright guys. The tyranid add-on is nearly done. I am missing a proper taskbar (I'd certainly welcome someone's help to make a Fok compatible taskbar for the tyranids) and AI, but the code is done and UCS is in place.

I do have a quick question though. Currently I am using mostly 4th Edition rules combined with some elements from 6th Edition.

I am wondering whether you'd like to see a 4th or 6th Edition Force Organization style.

Mainly for Tyranid Warriors being elite/troop choices and Zoanthropes coming in single squads or in packs of 3 / squad. Also Zoanthropes being Heavy Support/Elite choices, would open interesting possibilities.

For the record, I am still waiting for a definitive yes from the tyranid mod team, but it seems they aren't against it, so it's all cool for now.

Pretty decent mod. Love the new units, upgrades, descriptions, new maps, upgrades being applied to the unit in real time. But the gameplay kills it for me, it's just no where near as fun to play as Ultimate Apocalypse.

I started doing an unofficial addon for it adding the Tyranids into play. I am well aware there was an other attempt at adding the tyranids, but it was discontinued. I just started from scratch for now

I was wondering where could I get the conversion rules guideline you guys implemented.

As it is, the only things I pretty much clear about (based on the various files I analyzed for the mod) is that:

1. Gameplay "turns" are represented by 3 seconds ingame.
2. All weapons with higher than 1 Rate of Fire (including melee attacks by models) "refire" based on the 3/RoF formula.
(Example Heavy Bolter with Heavy 3, will fire once every second, whilst weapons having the rapid fire rule will fire every 1.5 seconds etc.)
3. Armor values/saves are very neatly implemented. Very intuitive. But I am kind of strugling with invulnerability saves.
4. Still not sure how INITIATIVE works. I noticed it affects units when going into melee. The attacks are delayed by the setup parameter within the weapon's file. But not sure about the formula you guys used to modify the setup time. Is it 3/model-initiative?

I also found certain inconsistencies with certain weapons. Like the imperial guard's heavy weapon team autocannons which seem to have reload time of 1 (instead of 1.5) and penetrate heavy infanty high armors with 33% damage value instead of 15%. Not to mention they come in teams of 4 instead of 3.

The current conversion rules we're using are kinda scattered on the private sections of the forums, but I'll share what we're using right now:
1. Correct.
2. Correct.
3. Invulnerable saves are implemented as "hybrid" types of armor. So for example rubric marines have Shield 3/Armor 4, meaning attacks with no armor piercing deal them 1/3 damage, weapons that can penetrate power armor deal them 50% damage, and those rare weapons that can ignore invulnerable deal them full damage. We code it as a different kind of armor for each combination of armor/invulnerable.
4.Initiative is currently implemented as melee set-up time. The higher a unit's initiative, the lower the set-up time. I believe it's indeed 3/model's initiative as you deducted, although I can't check the files now.

Autocannons with a reload time of 1 sounds like a bug, but 4-men heavy teams is part of our IG redesign, since basic squads can no longer take heavy weapons. They should deal 33% damage against power armor and 15% damage against terminator armor, gonna check those out.

Also as a reminder, the BT faction was once a separate mod, but of such great quality that the dev team decided to speak with their creator add it to the main mod, so if you do a good enough job with nids, who knows, may one day become "official".

Oh thanks, that clears up some aspects of the mod. I also noticed health is calculated T*W*60 hp... and for leaders it's ... like.. doubled? Not sure if that is really necessary though.

3. That sounds quite right. I am very impressed with how much thought went into figuring these things out.

4. Hmmm... well it does seem to work, however I found some discrepancies here and there regarding the setup time of certain melee weapons (based on 3rd/5th edition rule books).

Regarding Tyranids. Hehe... Sadlym I'm only "good" at AE coding. I do my best with the Tyranids, but I am definitely sure there will be some frowning with their release since:
A. I just had to make them use a power resource to fit in with the rest of the FoK armies. I know... I know... I'll try to get around it by naming it "bioenergy". Or something. The current resource system of tyranids isn't very "sociable". It glitches when combined with other mods.
B. They have no relic unit. A trygon, even a trygon prime, just isn't cut out to be a relic unit. Maybe if I can ask the guys from apocalypse to lend me their hierophant... I think they have one at least. I'll see.
C. I converted all units at the best of my ability. You have Genestealers, Termagants, Hormagaunts, Warriors, Ripperswarms (builders), Raveners, Spores, Lictors, Zoanthropes, Biovores, Carnifexes, Hellfexes,Trygons and the obligatory HQ units the Hive Tyrant and the Tyranid Prime.